IIRC you could collect it in anyway you liked, could join different organisations depending on class and alignment, get different allies, in fact pursue basically different plots in the city, dictated by alignment, class and choice. In DA2, you had to do set quests, even after you had the money you had to complete them all, so..yes slightly different (tho tbh my main problems where with core mechanics and later acts)
It may not be the place to get into it, but the screwball narrative structure was my main problem with DA2. Reused maps, "Anders", the changes in combat (though console DAO and DA2 aren't that different) and all are valid, yes, but it's how DA2's story was put together that bothers the hell out of me.
I know everyone and their brother rags on "the Bioware method", but at least it makes sense. Go here, do this, fight this, advance the plot. DA2's like someone threw a bunch of quests into a bin, shook it up, and then let them fall and glued it all together. No progressions make any sense. You have to do completely unrelated quests in order to advance the main storyline, despite having no real reason to do so.
Let's take a look at DAO, shall we?
Origin -> Ostagar -> Lothering -> (Redcliffe, Orzammar, Brecilian Forest, Tower, Denerim) -> Climax.
Now if you're going in Act 1 of DA2:
Lothering -> Kirkwall -> (Make 50 gold) -> * -> Deep Roads.
But..you have to deal with the apostates, Fenyriel, the murderer, and everything else, in order to advance the main plot. Why? Because it says so. You even have to do this twice, because they all crop up again in Act 2. I get that it was rushed and all, but there is no real reason a plot can't at least be coherent.